Tlayt wrote:
Since my family loves Star Wars, I have been modifying the Star ORE mini-system for our own use. I would love to see Greg's ideas (I have NO idea how he thinks of his settings!) on Sci-fi. Even with the setting aside (or at least on the back burner) what would the mechanics look like? How would starship combat look? Would capital ships or the Enterprise use Company rules? How does one handle the massive amount of damage that a laser blaster can dish out to unarmored PC's? How would one handle light/no gravity?
Personally, I'd do the following for starships. If you've played the D6
Star Wars by West End Games, this may sound familiar.
Take the "Bigness" rules from the upcoming
Monsters and other Childish Things supplement,
Bigger Bads.
Here's the link.
Now, we merge that with the Scale rules from the D6 version, and we have the following:
Each vehicle--land speeder to capital ship--would be in one of the following "scale" ranges:
- Character
- Speeder
- Walker
- Starfighter
- Capital
The smaller scale combatant gets the following: you "upgrade" one die in your attack/defense pool per scale difference. "Upgraded" dice go from normal, to expert, to master.
The bigger scale combatant gets the following: +2 AR and +2 damage for each scale difference.
This means that, if a TIE fighter and a PC attack each other, that PC upgrades one die from their attack and defense pools to a master die, and one die to an expert die--or if they already have an expert die, it becomes another master die. The TIE fighter, on the other hand, gets +6 AR, and +6 to damage done. So even one hit--at a measly 2x1--would do 8 damage, plus weapon mod!
For light gravity, give a die or two bonus to coordination/body rolls. For no gravity, give a die
penalty, or maybe a difficulty, to the same rolls. This penalty can be removed with the appropriate esoteric discipline.
Tlayt wrote:
As for the psi-powers or force or whatever, the current sorcery rules have worked well for us: Change Sorcery to Use the Force. Instead of buying spells with certain Intensity levels, you buy psi/force powers with Intensity levels. We added Stability checks into the Force powers and we added Will Power Cost for some of the more devastating powers to cut down on the amount of times someone Force Lightnings an opponent.
That sounds about right. Since I'm a bit of a
Star Wars junkie, I'd go into a bit more detail. Have the three Force skills,
control,
sense, and
alter. But that's just me.
Tlayt wrote:
It has been hardest for me to deal with vehicular combat... What would Greg say? One can only wait and hope...

Since Greg has come up with an original setting for Reign, with unique and strangely familiar situations, I would be eager to read of his sci-fi setting.
See my above on vehicular combat.
Hope that helps you!
TBP